A few potential starting CC builds (Red Castle Portland Players stay out!)

By Admiral Theia, in Star Wars: Armada Fleet Builds

I'd like some opinions or compare/contrast on the lists I've been working on for the start of a Correllian Campaign. I'll be the Rebel GA, and I'm thinking a purpose built fleet might be what I want. They're all built around CDR Sato.

So, here goes:

Fleet 1: Sato's Rag-Tags

Points: 400/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Salvage Run

Modified Pelta-class Command Ship (60 points)
- Engineering Team ( 5 points)
= 65 total ship cost

Nebulon-B Escort Frigate (57 points)
- Engineering Team ( 5 points)
= 62 total ship cost

[ flagship ] GR-75 Combat Retrofits (24 points)
- Commander Sato ( 32 points)
- Bomber Command Center ( 8 points)
= 64 total ship cost

CR90 Corvette A (44 points)
- Redundant Shields ( 8 points)
= 52 total ship cost

CR90 Corvette A (44 points)
- Redundant Shields ( 8 points)
= 52 total ship cost

4 Lancer-class Pursuit Crafts ( 60 points)
3 E-Wing Squadrons ( 45 points)

Fleet: Sato's Rogue Raiders
Points: 399/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

CR90 Corvette B (39 points)
- Jainas Light ( 2 points)
= 41 total ship cost

CR90 Corvette B (39 points)
- Engine Techs ( 8 points)
= 47 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

[ flagship ] CR90 Corvette B (39 points)
- Commander Sato ( 32 points)
= 71 total ship cost

GR-75 Combat Retrofits (24 points)
- Repair Crews ( 4 points)
= 28 total ship cost

4 A-Wing Squadrons ( 44 points)
1 Rogue Squadron ( 14 points)
4 Lancer-class Pursuit Crafts ( 60 points)
1 YT-2400 ( 16 points)

Last one is an attached PDF

Sato's Expendables.pdf

Engineering teams and Redundant Shields are horrible, consider swapping them out for Redemption and Shields to Full. Also, CR-90 are not particularly good for healing builds, consider replacing them with an assault frigate. Alternatively, you could replace the CR-90s and the GR-75 with 2 more titled Nebulon B.

I'm thinking Sato loves tyco and han

No, I won't stay out!

(Since we're on the same team I figured I'd say "Hi".)

Edited by Beatty

Engineering teams and Redundant Shields are horrible, consider swapping them out for Redemption and Shields to Full. Also, CR-90 are not particularly good for healing builds, consider replacing them with an assault frigate. Alternatively, you could replace the CR-90s and the GR-75 with 2 more titled Nebulon B.

There will be a totally different mindset when it comes to builds for the Campaign compared to a tournament where you can sacrifice ships left and right for the game win and there is nothing stopping you from bringing whatever title you want. So keep that in mind.

Personally I like the CR90a better and since you're switching out dice with Sato anyways range may be more important than whether you're throwing out Red or Blue dice. But maybe you have a plan I don't see yet. So why the B's over the A's for the CR90's?

Edited by Beatty

Engineering teams and Redundant Shields are horrible, consider swapping them out for Redemption and Shields to Full. Also, CR-90 are not particularly good for healing builds, consider replacing them with an assault frigate. Alternatively, you could replace the CR-90s and the GR-75 with 2 more titled Nebulon B.

I was simply thinking of survivability for the first few campaign turns. Getting the tokens to do STF would make the Pelta pretty squishy those first rounds.

Beatty, on 25 Dec 2016 - 11:24 AM, said:

Engineering teams and Redundant Shields are horrible, consider swapping them out for Redemption and Shields to Full. Also, CR-90 are not particularly good for healing builds, consider replacing them with an assault frigate. Alternatively, you could replace the CR-90s and the GR-75 with 2 more titled Nebulon B.

They are bad for regular games but in the campaign where you want ships to survive, and not just to sacrifice, you will want ways to repair faster mid-game. The rules do allow for you to repair "scared" ships but you only have so many points, you will need to keep most alive throughout the game. And someone else on the team may already have the Redemption in their list idea. (That might be me but I haven't decided quite yet.) Titles are going to be limited due to uniqueness in the campaign. (And teams are going to have to find ways to solve the issue when two members want the same title, unique squadrons or upgrades. Maybe a bidding system?) But Shields to Full is good but she is going for a fast Corvette list and none of the ship suggestions are going to help here. So think of list help with the CR90's or other Fast ships in mind. Don't try and rewrite the list to what you would bring which would be a Pelta, AFMII and Neb-B which is a totally different list.

There will be a totally different mindset when it comes to builds for the Campaign compared to a tournament where you can sacrifice ships left and right for the game win and there is nothing stopping you from bringing whatever title you want. So keep that in mind.

Personally I like the CR90a better and since you're switching out dice with Sato anyways range may be more important than whether you're throwing out Red or Blue dice. But maybe you have a plan I don't see yet. So why the B's over the A's for the CR90's?

Mostly points. It basically worked out that I could have one A with 30-somewhat points left over or 2 B's. I can fly them pretty well, so I'm not too worried about geting into medium against Imps. I can arc-dodge like a champ :-) As I keep saying, you haven't arc-dodged until you've parked an MC80Assault in the rear arc of a Neb-B at range 1.

And thanks for the replies you guys.

Interesting, very interesting. See, it's fleet compositions like this that make me lile the CC even more than I currently do.

I like the first list over the second, principally because with the variety of ships, there's a bit less of a chance to draw a poor match and lose so much in a 'scissors vs. paper' fight. More ability, more versatility, but there's a few things that have me concerned: Sato on a BC flotilla feels like it could be too aggressive at this stage in the game. Now, it could come down to plans, but perhaps consider shifting his flagship to something a little more survivable? Likewise, not slipping Tycho in there feels a little bold if you're not also including HWK's to help fully maximize Sato's potential.

But what were you hoping to do, strategy wise against opponents with the fleet? What is your 'attack pattern Delta' as it were?

While it may seem a little presumptuous, might I suggest looking at the ship version with regards to the Peltas? The combat GR 75 is commonly thought to be poor in the Alliance, but with Sato and its own concentrate fire, it's still racking up black dice on the prow. That's a nasty surprise at medium range from a ship often thought to be unarmed (I like it). Is there a reason why the Peltas is the command variant now compared to the Assault variant? It would save you a few points, enough to pop on something such as a projector expert to help with other vessels and overlap their redundant shields, or add in tycho instead of an E-wing so that the Sato effect is maximized and the scatter present to improve survivability.

Merely thoughts of course. Best wishes to the Red Castle Alliance from E-cloud city's Renegades :P

Edited by Vykes

Yes trading ships is not as viable in the campaign format, but you still need/want to win your matches. Redundant Shields only provides 1 extra shield per round starting when the ship takes damage to when it dies. The theoretical max is 5, which is extremely unlikely to be reached, how often do you take damage on round 1. Also, if the ship dies which is not that unlikely for a CR-90 then the healing stops. Optimistically 5 shields will be recovered across the 2 CR-90s. You would likely see similar or greater durability by switching to Advance Projectors at less points. Advance projectors will let burn through all 7 of your shields as long the redirect is not blocked. That be said, CR-90 should not/do not survive when taking shoots over multiple rounds. A CR-90 should rely on it speed and maneuverability to survive because frequently once it start to take damage, it is already to late.

I think those fleets both are too defensive. You won't have enough points for stronger ships and offensive cards.

, how often do you take damage on round 1.

.... Someone hasn't played against Me and the "Nose Punch" :D